#include "CollisionBody.h"

void Physics::CollisionBody::SetIsActive(bool v)
{
    m_Impl->setIsActive(v);
}

bool Physics::CollisionBody::IsActive()
{
    return m_Impl->isActive();
}
void Physics::CollisionBody::SetTransform(const glm::vec3 &pos, const glm::quat &rot)
{
    rp3d::Transform transform;
    transform.setPosition(RP_VEC3(pos));
    transform.setOrientation(RP_QUAT(rot));
    this->m_Impl->setTransform(transform);
}

void Physics::CollisionBody::GetTransform(glm::vec3 &pos, glm::quat &rot)
{
    rp3d::Transform transform=m_Impl->getTransform();

    pos = GLM_VEC3(transform.getPosition());
    rot = GLM_QUAT(transform.getOrientation());

}

Physics::CollisionBody::CollisionBody(rp3d::CollisionBody *impl)
    : m_Impl(impl)
{
}
